Spring Beta Release: Difference between revisions
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== New Spells == | == New Spells == | ||
=== Signal === | |||
''[[Psionic]] Spell, Telepathy, Enchanting'' | |||
'''APC:''' 2 | |||
'''SPC:''' 8 | |||
'''Range:''' 1 mile | |||
'''Duration:''' 5 minutes | |||
Choose up to five sapient creatures within range. The MC also randomly dertermines or selects one sapient creature of their choice within range. For the duration, you and all creatures determined when the spell was cast may spend 2 AP to telepathically communicate a brief message of approximate 20 words or less. This message is mentally received by all creatures determined when the spell was cast. | |||
== New Specialization Talents == | == New Specialization Talents == | ||
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|Gain +3 in one skill of your choice with the knowledge tag. | |Gain +3 in one skill of your choice with the knowledge tag. | ||
Gain the esoteric knowledge ability. | Gain the esoteric knowledge ability. | ||
'''Esoteric Knowledge (1/Recoup).''' When making an INT check, you may gain +3 to the roll. | '''Esoteric Knowledge (1/Recoup).''' When making an INT check, you may gain +3 to the roll. | ||
If anyone ever casts [[Stop TIme|Stop Time]] or [[Warp Time]] or if anyone ever mentions a calendar or a schedule, you take 10d10 psychic [[damage]]. | If anyone ever casts [[Stop TIme|Stop Time]] or [[Warp Time]] or if anyone ever mentions a calendar or a schedule, you take 10d10 psychic [[damage]]. | ||
|''Skill'' | |''Skill'' | ||
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|'''Shoebody Do Bop''' | |'''Shoebody Do Bop''' | ||
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|Gain the Shoebody Do Bop Bop Ability. '''Shoebody Do Bop Bop.''' When a creature enters a space adjacent to you, you may spend 2 Reactive AP to | |Gain the Shoebody Do Bop Bop Ability. '''Shoebody Do Bop Bop.''' When a creature enters a space adjacent to you, you may spend 2 Reactive AP to headbutt them, attacking their FORT with your STR. If you hit, that creature takes 1d10 Damage and is stunned until the end of their next turn. | ||
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Latest revision as of 21:18, 31 March 2025
| This is playtest material. There will be misstakes and typos. When you find one, please reprot it here. Please be as specific as possible, citing specific pages and subsections on this wiki. Note that brackets [[]] and hashtags ## are not typos; they are placeholders that Nathan uses during the drafting process. |
Additional Lineage Features
Hondu
| Feature | PreReq | Description |
|---|---|---|
| Fetch! | Whenever a creature that you can see throws a weapon or item, you automatically move up to your speed towards that item. If you have any Reactive AP, you may spend any of them to move again, though your movement must continue on a trajectory towards that thrown item. |
Kleppin
| Feature | PreReq | Description |
|---|---|---|
| Big Chungus | Your size becomes Medium. Your HP die size becomes 1d20 and you can recalculate your HP following this modified formula: 10+(Level)d20+(Level x2). However, your AR and physical defenses can never exceed 10. You must roll for your HP when you have this feature. |
Additional BOP Options
Bourgeois
Occupation Tags: Aristocratic, Mercantile
Starting Equipment
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: clothes (fine) (three sets), clothes common (three sets), gambeson armor, deck of cards, mortgage note, and three tools or kits of your choice.
Each time you gain a rank in the Bourgeois profession (including rank 1), gain +3 ___, and +1 in three of the following skills:
- Crafting: Calligraphy*, Cartography*, Cooking*, Painting*, Weaving*
- Influence: Deceiving, Gossiping
- Knowledge: Art, Astrology, Economics, Geography, History, Law, Politics of [choose region], Religion [choose one]
- Observation: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
- Performance: Dancing, Entertaining, Instrument* [choose one], Savoir Faire
The Bourgeoisie
When you become a rank 1 Bourgeois and every time you gain a rank in the Bourgeois profession, you advance your status among the bourgeoisie.
Rank 1
You learn the Animal Bond spell. If you do not have a magic attribute, use CHA. You may cast Animal Bond 1/Rest without spending SP, but may only target birds when casting this spell in this way.
Rank 2
You gain a bird familiar. Use the stats of a Witch's Flying Familiar.
Rank 3
You may cast Animal Bond 1/Recoup without spending SP, but may only target birds when casting this spell in this way.
Rank 4
You gain a second bird familiar. Use the stats of a Witch's Flying Familiar.
Rank 5
You may cast Animal Bond 1/Catch Breath without spending SP, but may only target birds when casting this spell in this way.
New Spells
Signal
Psionic Spell, Telepathy, Enchanting
APC: 2
SPC: 8
Range: 1 mile
Duration: 5 minutes
Choose up to five sapient creatures within range. The MC also randomly dertermines or selects one sapient creature of their choice within range. For the duration, you and all creatures determined when the spell was cast may spend 2 AP to telepathically communicate a brief message of approximate 20 words or less. This message is mentally received by all creatures determined when the spell was cast.
New Specialization Talents
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Meatpile II | Meatpile | Your HP is quadrupled. You may no longer move without the assistance of a cart or two or more allies assisting you | |
| Hardy's Meatpile | Meatpile or Hardy | You may now take both Meatpile and Hardy, despite their incompatibility, but you must now eat at least one thick cut of red meat every day, or you lose the benefits of both talents. | |
| Metagame | When you roll Initiative, immediately learn the complete stat blocks of all creatures participating in the combat. However, for the duration of combat, you are Chilled as you have too much information to know what to do with. | Misc | |
| TTRPG Gamer | Gain +3 in one skill of your choice with the knowledge tag.
Gain the esoteric knowledge ability. Esoteric Knowledge (1/Recoup). When making an INT check, you may gain +3 to the roll. If anyone ever casts Stop Time or Warp Time or if anyone ever mentions a calendar or a schedule, you take 10d10 psychic damage. |
Skill | |
| Shoebody Do Bop | Gain the Shoebody Do Bop Bop Ability. Shoebody Do Bop Bop. When a creature enters a space adjacent to you, you may spend 2 Reactive AP to headbutt them, attacking their FORT with your STR. If you hit, that creature takes 1d10 Damage and is stunned until the end of their next turn. |
New Items
Armor
| Armor | AR | REF | FOR | ANT | LOG | WILL | STR min | DEX max | Speed | Resist | Cost |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Chain Mail Bikini | 20 | 20 | 20 | 20 | 20 | 20 | - | - | - | Physical 10 | 2500 |
| Cloth Bikini | - | - | - | - | - | - | - | - | - | Fire 2 | 3 |
| Weapon | Damage | Attr. | APC | Range | Tags | Cost |
|---|---|---|---|---|---|---|
| Brick | 1d8 blunt | STR | 2 | Thrown 20 ft | One-Handed | 35 |
| Can of Soup | 1d12 | STR | 2 | Thrown 40 ft | One-Handed, Light, Concealed | 5 |
Magic Items
Potion of the Crimson Cow
Potion, Common
Presented in a sleek blue and silver aluminum can, this potion gives you wings. Upon consumption, gain a fly speed equal to your walking speed for 10 minutes.